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## **Multiplayer "Fight for You" Game Development Guide**
### **1. Game Overview**
The game will feature:
- **Multiplayer Support**: Players can join a match (via room creation/joining) and fight each other.
- **Player Control**: Players can move around, attack, and block.
- **Combat System**: Basic fighting moves like punch, kick, and jump.
- **UI**: Scoreboard, health bars, and win/lose notifications.
- **Photon Networking**: To sync player actions and positions across devices.
### **2. Tools and Technologies Required**
- **Unity Game Engine**
- **Photon PUN (Photon Unity Networking)**
- **C# Programming Language**
- **Animator for animations**
- **UI Components** (for health bar, score display)
### **3. Step-by-Step Implementation**
#### **Step 1: Setting Up Unity and Photon**
1. **Install Unity**: Download and install Unity Hub, then create a new Unity project.
2. **Install Photon PUN**:
- Go to **Window** -> **Asset Store**.
- Search for **Photon PUN 2 - Free**, and install it.
3. **Set Up Photon**:
- Create an account on [Photon Engine]([Link]
- Get your **App ID** from the Photon dashboard.
- In Unity, go to **Window** -> **Photon** -> **PUN Wizard** and input your App ID.
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#### **Step 2: Create Basic Player Model and Combat Mechanics**
1. **Create Player Model**:
For simplicity, start with a **Cube** for the player character in 3D or a **Sprite** for 2D. Later, you
can replace this with a custom character model or sprite.
2. **PlayerController Script**:
The following script handles basic player movement, attack, and synchronization over the network.
```csharp
using [Link];
using UnityEngine;
public class PlayerController : MonoBehaviourPun, IPunObservable
public float moveSpeed = 5f;
public float jumpForce = 10f;
public float attackRange = 1.5f;
public int damage = 10;
private Rigidbody2D rb;
private bool isGrounded;
private Animator anim;
private Vector2 moveInput;
void Start()
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
void Update()
if (![Link]) return;
HandleMovement();
HandleAttack();
private void HandleMovement()
moveInput.x = [Link]("Horizontal");
moveInput.y = 0f;
// Move the character
[Link] = new Vector2(moveInput.x * moveSpeed, [Link].y);
// Handle animations (replace with your animation states)
[Link]("Speed", [Link](moveInput.x));
private void HandleAttack()
{
if ([Link]([Link])) // Attack on Spacebar press
[Link]("Attack");
Collider2D[] hitEnemies = [Link]([Link], attackRange);
foreach (Collider2D enemy in hitEnemies)
if ([Link]("Enemy"))
// Inflict damage
[Link]<PlayerHealth>().TakeDamage(damage);
void OnDrawGizmos()
// Visualize attack range in the editor
[Link] = [Link];
[Link]([Link], attackRange);
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
if ([Link])
// Send this player's position and movement
[Link]([Link]);
else
// Receive position and movement data for this player
Vector3 receivedPos = (Vector3)[Link]();
[Link] = [Link]([Link], receivedPos, [Link] * 5f);
```
---
#### **Step 3: Player Health and Damage System**
```csharp
using [Link];
using UnityEngine;
public class PlayerHealth : MonoBehaviourPun
public int maxHealth = 100;
private int currentHealth;
public HealthBar healthBar; // Assume you've created a health bar UI
void Start()
{
currentHealth = maxHealth;
if (healthBar != null)
[Link](maxHealth);
public void TakeDamage(int damage)
if (![Link]) return; // Only allow damage on the local player
currentHealth -= damage;
if (currentHealth <= 0)
Die();
if (healthBar != null)
[Link](currentHealth);
private void Die()
[Link]("Player died!");
// You can trigger respawn or game over here
```
---
#### **Step 4: Photon Networking – Player Spawning and Multiplayer Setup**
1. **GameManager Script**:
The script that handles room creation, joining, and player instantiation.
```csharp
using [Link];
using [Link];
using UnityEngine;
public class GameManager : MonoBehaviourPunCallbacks
public GameObject playerPrefab;
void Start()
[Link](); // Connect to Photon Network
public override void OnConnectedToMaster()
[Link]("Connected to Photon!");
[Link](); // Join a random room
public override void OnJoinRandomFailed(short returnCode, string message)
[Link]("No room found, creating a new one...");
[Link](null, new RoomOptions { MaxPlayers = 2 }); // Create a new room
}
public override void OnJoinedRoom()
[Link]("Joined Room!");
// Instantiate the player in the room
[Link]([Link], [Link], [Link]);
```
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#### **Step 5: Combat Animations and UI**
- **Combat Animations**: Use Unity's Animator to create and trigger different animations such as
punch, kick, idle, etc.
- **UI**:
- **Health Bar**: A simple UI slider that updates based on the player’s current health.
- **Scoreboard**: Display the player’s score and win/lose conditions.
Example **Health Bar UI Script**:
```csharp
using UnityEngine;
using [Link];
public class HealthBar : MonoBehaviour
public Slider slider;
public void SetMaxHealth(int health)
[Link] = health;
[Link] = health;
public void SetHealth(int health)
[Link] = health;
```
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#### **Step 6: Building and Testing**
1. **Build Settings**:
- Go to **File** -> **Build Settings** and select the platform (Android, iOS, PC).
- Add scenes to the build.
2. **Testing**:
- Test multiplayer by building and running the game on multiple devices.
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### **4. Conclusion**
This guide provides the foundation for building a **multiplayer fighting game** using **Unity** and
**Photon PUN**. You can now add additional features like combo attacks, special abilities, custom
characters, and a polished UI.
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